An assortment of Lighting Stuff

This commit is contained in:
Novacat
2019-06-18 19:56:30 -04:00
committed by VirgoBot
parent d9168b3ccd
commit 03a3944f36
7 changed files with 242 additions and 237 deletions

View File

@@ -16,6 +16,8 @@
#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. This also should be the transparancy of the "soft_dark" icon state.
#define LIGHTING_MULT_FACTOR 0.5
// If I were you I'd leave this alone.
#define LIGHTING_BASE_MATRIX \
list \
@@ -77,7 +79,7 @@
//Lighting values used by the station lights
#define LIGHT_COLOR_FLUORESCENT_TUBE "#E0EFFF"
#define LIGHT_COLOR_FLUORESCENT_FLASHLIGHT "#CDDDFF"
#define LIGHT_COLOR_INCANDESCENT_TUBE "#FFEEDD"
#define LIGHT_COLOR_INCANDESCENT_TUBE "#FFFEB8"
#define LIGHT_COLOR_INCANDESCENT_BULB "#FFDDBB"
#define LIGHT_COLOR_INCANDESCENT_FLASHLIGHT "#FFCC66"

View File

@@ -121,48 +121,18 @@
/obj/item/device/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U)
if(target.status != LIGHT_OK)
if(CanUse(U))
if(!Use(U)) return
U << "<span class='notice'>You replace the [target.fitting] with the [src].</span>"
if(target.status == LIGHT_OK)
to_chat(U, "There is a working [target.get_fitting_name()] already inserted.")
else if(!CanUse(U))
to_chat(U, failmsg)
else if(Use(U))
to_chat(U, "<span class='notice'>You replace the [target.get_fitting_name()] with the [src].</span>")
if(target.status != LIGHT_EMPTY)
if(target.status != LIGHT_EMPTY)
target.remove_bulb()
var/obj/item/weapon/light/L1 = new target.light_type(target.loc)
L1.status = target.status
L1.rigged = target.rigged
L1.brightness_range = target.brightness_range
L1.brightness_power = target.brightness_power
L1.brightness_color = target.brightness_color
L1.switchcount = target.switchcount
target.switchcount = 0
L1.update()
target.status = LIGHT_EMPTY
target.update()
var/obj/item/weapon/light/L2 = new target.light_type()
target.status = L2.status
target.switchcount = L2.switchcount
target.rigged = emagged
target.brightness_range = L2.brightness_range
target.brightness_power = L2.brightness_power
target.brightness_color = L2.brightness_color
target.on = target.has_power()
target.update()
qdel(L2)
if(target.on && target.rigged)
target.explode()
return
else
U << failmsg
return
else
U << "There is a working [target.fitting] already inserted."
return
var/obj/item/weapon/light/L = new target.light_type()
target.insert_bulb(L)
/obj/item/device/lightreplacer/emag_act(var/remaining_charges, var/mob/user)
emagged = !emagged

View File

@@ -99,9 +99,9 @@
/datum/lighting_corner/proc/update_overlays()
// Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually.
var/lum_r = src.lum_r
var/lum_g = src.lum_g
var/lum_b = src.lum_b
var/lum_r = src.lum_r > 0 ? LIGHTING_MULT_FACTOR * sqrt(src.lum_r) : src.lum_r
var/lum_g = src.lum_g > 0 ? LIGHTING_MULT_FACTOR * sqrt(src.lum_g) : src.lum_g
var/lum_b = src.lum_b > 0 ? LIGHTING_MULT_FACTOR * sqrt(src.lum_b) : src.lum_b
var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1.
. = 1 // factor
if (mx > 1)

View File

@@ -189,7 +189,7 @@
);
// This is the define used to calculate falloff.
#define LUM_FALLOFF(C, T)(1 - CLAMP01(sqrt((C.x - T.x) ** 2 +(C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
#define LUM_FALLOFF(C, T)(1 - CLAMP01(((C.x - T.x) ** 2 +(C.y - T.y) ** 2 + LIGHTING_HEIGHT) ** 0.6 / max(1, light_range)))
/datum/light_source/proc/apply_lum()
var/static/update_gen = 1

View File

@@ -9,6 +9,14 @@
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
#define LIGHT_BULB_TEMPERATURE 400 //K - used value for a 60W bulb
#define LIGHTING_POWER_FACTOR 5 //5W per luminosity * range
var/global/list/light_type_cache = list()
/proc/get_light_type_instance(var/light_type)
. = light_type_cache[light_type]
if(!.)
. = new light_type
light_type_cache[light_type] = .
/obj/machinery/light_construct
name = "light fixture frame"
@@ -19,16 +27,26 @@
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
var/stage = 1
var/fixture_type = "tube"
var/fixture_type = /obj/machinery/light
var/sheets_refunded = 2
var/obj/machinery/light/newlight = null
/obj/machinery/light_construct/New()
..()
if (fixture_type == "bulb")
icon_state = "bulb-construct-stage1"
if (fixture_type == "flamp")
icon_state = "flamp-construct-stage1"
/obj/machinery/light_construct/New(atom/newloc, obj/machinery/light/fixture = null)
..(newloc)
if(fixture)
fixture_type = fixture.type
fixture.transfer_fingerprints_to(src)
set_dir(fixture.dir)
stage = 2
update_icon()
/obj/machinery/light_construct/update_icon()
switch(stage)
if(1)
icon_state = "tube-construct-stage1"
if(2)
icon_state = "tube-construct-stage2"
if(3)
icon_state = "tube-empty"
/obj/machinery/light_construct/examine(mob/user)
if(!..(user, 2))
@@ -36,21 +54,18 @@
switch(src.stage)
if(1)
user << "It's an empty frame."
return
to_chat(user, "It's an empty frame.")
if(2)
user << "It's wired."
return
to_chat(user, "It's wired.")
if(3)
user << "The casing is closed."
return
to_chat(user, "The casing is closed.")
/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/user as mob)
src.add_fingerprint(user)
if (W.is_wrench())
if (src.stage == 1)
playsound(src, W.usesound, 75, 1)
usr << "You begin deconstructing [src]."
to_chat(usr, "You begin deconstructing [src].")
if (!do_after(usr, 30 * W.toolspeed))
return
new /obj/item/stack/material/steel( get_turf(src.loc), sheets_refunded )
@@ -59,23 +74,17 @@
playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1)
qdel(src)
if (src.stage == 2)
usr << "You have to remove the wires first."
to_chat(usr, "You have to remove the wires first.")
return
if (src.stage == 3)
usr << "You have to unscrew the case first."
to_chat(usr, "You have to unscrew the case first.")
return
if(W.is_wirecutter())
if (src.stage != 2) return
src.stage = 1
switch(fixture_type)
if ("tube")
src.icon_state = "tube-construct-stage1"
if("bulb")
src.icon_state = "bulb-construct-stage1"
if("flamp")
src.icon_state = "flamp-construct-stage1"
src.update_icon()
new /obj/item/stack/cable_coil(get_turf(src.loc), 1, "red")
user.visible_message("[user.name] removes the wiring from [src].", \
"You remove the wiring from [src].", "You hear a noise.")
@@ -86,42 +95,22 @@
if (src.stage != 1) return
var/obj/item/stack/cable_coil/coil = W
if (coil.use(1))
switch(fixture_type)
if ("tube")
src.icon_state = "tube-construct-stage2"
if("bulb")
src.icon_state = "bulb-construct-stage2"
if("flamp")
src.icon_state = "flamp-construct-stage2"
src.stage = 2
src.update_icon()
user.visible_message("[user.name] adds wires to [src].", \
"You add wires to [src].")
return
if(W.is_screwdriver())
if (src.stage == 2)
switch(fixture_type)
if ("tube")
src.icon_state = "tube-empty"
if("bulb")
src.icon_state = "bulb-empty"
if("flamp")
src.icon_state = "flamp-empty"
src.stage = 3
src.update_icon()
user.visible_message("[user.name] closes [src]'s casing.", \
"You close [src]'s casing.", "You hear a noise.")
playsound(src, W.usesound, 75, 1)
switch(fixture_type)
if("tube")
newlight = new /obj/machinery/light/built(src.loc)
if ("bulb")
newlight = new /obj/machinery/light/small/built(src.loc)
if ("flamp")
newlight = new /obj/machinery/light/flamp/built(src.loc)
newlight.dir = src.dir
var/obj/machinery/light/newlight = new fixture_type(src.loc, src)
newlight.set_dir(src.dir)
src.transfer_fingerprints_to(newlight)
qdel(src)
return
@@ -134,9 +123,18 @@
icon_state = "bulb-construct-stage1"
anchored = 1
stage = 1
fixture_type = "bulb"
fixture_type = /obj/machinery/light/small
sheets_refunded = 1
/obj/machinery/light_construct/small/update_icon()
switch(stage)
if(1)
icon_state = "bulb-construct-stage1"
if(2)
icon_state = "bulb-construct-stage2"
if(3)
icon_state = "bulb-empty"
/obj/machinery/light_construct/flamp
name = "floor light fixture frame"
desc = "A floor light fixture under construction."
@@ -146,9 +144,18 @@
plane = OBJ_PLANE
layer = OBJ_LAYER
stage = 1
fixture_type = "flamp"
fixture_type = /obj/machinery/light/flamp
sheets_refunded = 2
/obj/machinery/light_construct/flamp/update_icon()
switch(stage)
if(1)
icon_state = "flamp-construct-stage1"
if(2)
icon_state = "flamp-construct-stage2"
if(3)
icon_state = "flamp-empty"
// the standard tube light fixture
/obj/machinery/light
name = "light fixture"
@@ -164,13 +171,19 @@
active_power_usage = 20 // VOREStation Edit - Keep lights at 20 power
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
var/on = 0 // 1 if on, 0 if off
<<<<<<< HEAD
var/brightness_range = 10 // luminosity when on, also used in power calculation //VOREStation Edit - 8->10
var/brightness_power = 0.8
var/brightness_color = LIGHT_COLOR_FLUORESCENT_TUBE //VOREStation Edit - Our tubes are whiter
=======
var/brightness_range
var/brightness_power
var/brightness_color
>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/flickering = 0
var/light_type = /obj/item/weapon/light/tube // the type of light item
var/fitting = "tube"
var/construct_type = /obj/machinery/light_construct
var/switchcount = 0 // count of number of times switched on/off
// this is used to calc the probability the light burns out
@@ -189,12 +202,18 @@
/obj/machinery/light/small
icon_state = "bulb1"
base_state = "bulb"
<<<<<<< HEAD
fitting = "bulb"
brightness_range = 5 //VOREStation Edit - 4->5
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
shows_alerts = FALSE
=======
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
construct_type = /obj/machinery/light_construct/small
>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
/obj/machinery/light/small/flicker
auto_flicker = TRUE
@@ -203,14 +222,20 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "flamp1"
base_state = "flamp"
<<<<<<< HEAD
fitting = "bulb"
brightness_range = 8 //VOREStation Edit - 4->8
=======
>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
plane = OBJ_PLANE
layer = OBJ_LAYER
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
desc = "A floor lamp."
light_type = /obj/item/weapon/light/bulb
<<<<<<< HEAD
shows_alerts = FALSE
=======
construct_type = /obj/machinery/light_construct/flamp
>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
var/lamp_shade = 1
/obj/machinery/light/flamp/flicker
@@ -218,8 +243,7 @@
/obj/machinery/light/small/emergency
brightness_range = 4
brightness_color = "#da0205"
light_type = /obj/item/weapon/light/bulb/red
/obj/machinery/light/small/emergency/flicker
auto_flicker = TRUE
@@ -227,15 +251,18 @@
/obj/machinery/light/spot
name = "spotlight"
fitting = "large tube"
light_type = /obj/item/weapon/light/tube/large
<<<<<<< HEAD
shows_alerts = FALSE
brightness_range = 12
brightness_power = 0.9
=======
>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
/obj/machinery/light/spot/flicker
auto_flicker = TRUE
<<<<<<< HEAD
/obj/machinery/light/built/New()
status = LIGHT_EMPTY
@@ -258,22 +285,25 @@
update(0)
..()
//VOREStation Add End
=======
>>>>>>> 584a9a4... An assortment of Lighting Stuff (#6196)
// create a new lighting fixture
/obj/machinery/light/New()
..()
/obj/machinery/light/New(atom/newloc, obj/machinery/light_construct/construct = null)
..(newloc)
spawn(2)
on = has_power()
if(construct)
status = LIGHT_EMPTY
construct_type = construct.type
construct.transfer_fingerprints_to(src)
set_dir(construct.dir)
else
var/obj/item/weapon/light/L = get_light_type_instance(light_type)
update_from_bulb(L)
if(prob(L.broken_chance))
broken(1)
switch(fitting)
if("tube")
if(prob(2))
broken(1)
if("bulb")
if(prob(5))
broken(1)
spawn(1)
update(0)
on = powered()
update(0)
/obj/machinery/light/Destroy()
var/area/A = get_area(src)
@@ -342,7 +372,7 @@
if(on)
update()
// update the icon_state and luminosity of the light depending on its state
// update lighting
/obj/machinery/light/proc/update(var/trigger = 1)
update_icon()
if(!on)
@@ -375,14 +405,14 @@
use_power = 1
set_light(0)
active_power_usage = light_range * light_power
active_power_usage = ((light_range * light_power) * LIGHTING_POWER_FACTOR)
/obj/machinery/light/attack_generic(var/mob/user, var/damage)
if(!damage)
return
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
user << "That object is useless to you."
to_chat(user, "That object is useless to you.")
return
if(!(status == LIGHT_OK||status == LIGHT_BURNED))
return
@@ -402,20 +432,52 @@
// examine verb
/obj/machinery/light/examine(mob/user)
var/fitting = get_fitting_name()
switch(status)
if(LIGHT_OK)
user << "[desc] It is turned [on? "on" : "off"]."
to_chat(user, "[desc] It is turned [on? "on" : "off"].")
if(LIGHT_EMPTY)
user << "[desc] The [fitting] has been removed."
to_chat(user, "[desc] The [fitting] has been removed.")
if(LIGHT_BURNED)
user << "[desc] The [fitting] is burnt out."
to_chat(user, "[desc] The [fitting] is burnt out.")
if(LIGHT_BROKEN)
user << "[desc] The [fitting] has been smashed."
to_chat(user, "[desc] The [fitting] has been smashed.")
/obj/machinery/light/proc/get_fitting_name()
var/obj/item/weapon/light/L = light_type
return initial(L.name)
/obj/machinery/light/proc/update_from_bulb(obj/item/weapon/light/L)
status = L.status
switchcount = L.switchcount
rigged = L.rigged
brightness_range = L.brightness_range
brightness_power = L.brightness_power
brightness_color = L.brightness_color
// attack with item - insert light (if right type), otherwise try to break the light
/obj/machinery/light/proc/insert_bulb(obj/item/weapon/light/L)
update_from_bulb(L)
qdel(L)
on = powered()
update()
if(on && rigged)
log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
explode()
/obj/machinery/light/proc/remove_bulb()
. = new light_type(src.loc, src)
switchcount = 0
status = LIGHT_EMPTY
update()
/obj/machinery/light/attackby(obj/item/W, mob/user)
//Light replacer code
@@ -429,34 +491,15 @@
// attempt to insert light
if(istype(W, /obj/item/weapon/light))
if(status != LIGHT_EMPTY)
user << "There is a [fitting] already inserted."
to_chat(user, "There is a [get_fitting_name()] already inserted.")
return
if(!istype(W, light_type))
to_chat(user, "This type of light requires a [get_fitting_name()].")
return
else
src.add_fingerprint(user)
var/obj/item/weapon/light/L = W
if(istype(L, light_type))
status = L.status
user << "You insert the [L.name]."
switchcount = L.switchcount
rigged = L.rigged
brightness_range = L.brightness_range
brightness_power = L.brightness_power
brightness_color = L.brightness_color
on = has_power()
update()
user.drop_item() //drop the item to update overlays and such
qdel(L)
if(on && rigged)
log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
explode()
else
user << "This type of light requires a [fitting]."
return
to_chat(user, "You insert [W].")
insert_bulb(W)
src.add_fingerprint(user)
// attempt to break the light
//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
@@ -466,7 +509,7 @@
if(prob(1+W.force * 5))
user << "You hit the light, and it smashes!"
to_chat(user, "You hit the light, and it smashes!")
for(var/mob/M in viewers(src))
if(M == user)
continue
@@ -478,7 +521,7 @@
broken()
else
user << "You hit the light!"
to_chat(user, "You hit the light!")
// attempt to stick weapon into light socket
else if(status == LIGHT_EMPTY)
@@ -486,29 +529,11 @@
playsound(src, W.usesound, 75, 1)
user.visible_message("[user.name] opens [src]'s casing.", \
"You open [src]'s casing.", "You hear a noise.")
var/obj/machinery/light_construct/newlight = null
switch(fitting)
if("tube")
newlight = new /obj/machinery/light_construct(src.loc)
newlight.icon_state = "tube-construct-stage2"
if("bulb")
newlight = new /obj/machinery/light_construct/small(src.loc)
newlight.icon_state = "bulb-construct-stage2"
if("flamp")
newlight = new /obj/machinery/light_construct/flamp(src.loc)
newlight.icon_state = "flamp-construct-stage2"
newlight.dir = src.dir
newlight.stage = 2
newlight.fingerprints = src.fingerprints
newlight.fingerprintshidden = src.fingerprintshidden
newlight.fingerprintslast = src.fingerprintslast
new construct_type(src.loc, src)
qdel(src)
return
user << "You stick \the [W] into the light socket!"
to_chat(user, "You stick \the [W] into the light socket!")
if(has_power() && !(W.flags & NOCONDUCT))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
@@ -521,7 +546,7 @@
if(W.is_wrench())
anchored = !anchored
playsound(src, W.usesound, 50, 1)
user << "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>"
to_chat(user, "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>")
if(!lamp_shade)
if(istype(W, /obj/item/weapon/lampshade))
@@ -586,7 +611,7 @@
add_fingerprint(user)
if(status == LIGHT_EMPTY)
user << "There is no [fitting] in this light."
to_chat(user, "There is no [get_fitting_name()] in this light.")
return
if(istype(user,/mob/living/carbon/human))
@@ -615,39 +640,22 @@
prot = 1
if(prot > 0 || (COLD_RESISTANCE in user.mutations))
user << "You remove the light [fitting]"
to_chat(user, "You remove the light [get_fitting_name()]")
else if(TK in user.mutations)
user << "You telekinetically remove the light [fitting]."
to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
else
user << "You try to remove the light [fitting], but it's too hot and you don't want to burn your hand."
to_chat(user, "You try to remove the light [get_fitting_name()], but it's too hot and you don't want to burn your hand.")
return // if burned, don't remove the light
else
user << "You remove the light [fitting]."
to_chat(user, "You remove the light [get_fitting_name()].")
// create a light tube/bulb item and put it in the user's hand
var/obj/item/weapon/light/L = new light_type()
L.status = status
L.rigged = rigged
L.brightness_range = brightness_range
L.brightness_power = brightness_power
L.brightness_color = brightness_color
// light item inherits the switchcount, then zero it
L.switchcount = switchcount
switchcount = 0
L.update()
L.add_fingerprint(user)
user.put_in_active_hand(L) //puts it in our active hand
status = LIGHT_EMPTY
update()
user.put_in_active_hand(remove_bulb()) //puts it in our active hand
/obj/machinery/light/flamp/attack_hand(mob/user)
if(lamp_shade)
if(status == LIGHT_EMPTY)
user << "There is no [fitting] in this light."
to_chat(user, "There is no [get_fitting_name()] in this light.")
return
if(on)
@@ -662,28 +670,11 @@
/obj/machinery/light/attack_tk(mob/user)
if(status == LIGHT_EMPTY)
user << "There is no [fitting] in this light."
to_chat(user, "There is no [get_fitting_name()] in this light.")
return
user << "You telekinetically remove the light [fitting]."
// create a light tube/bulb item and put it in the user's hand
var/obj/item/weapon/light/L = new light_type()
L.status = status
L.rigged = rigged
L.brightness_range = brightness_range
L.brightness_power = brightness_power
L.brightness_color = brightness_color
// light item inherits the switchcount, then zero it
L.switchcount = switchcount
switchcount = 0
L.update()
L.add_fingerprint(user)
L.loc = loc
status = LIGHT_EMPTY
update()
to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
remove_bulb()
// break the light and make sparks if was on
@@ -730,13 +721,7 @@
// timed process
// use power
#define LIGHTING_POWER_FACTOR 20 //20W per unit luminosity
/obj/machinery/light/process()
if(on)
use_power(light_range * LIGHTING_POWER_FACTOR, LIGHT)
if(auto_flicker && !flickering)
if(check_for_player_proximity(src, radius = 12, ignore_ghosts = FALSE, ignore_afk = TRUE))
seton(TRUE) // Lights must be on to flicker.
@@ -744,7 +729,6 @@
else
seton(FALSE) // Otherwise keep it dark and spooky for when someone shows up.
// called when area power state changes
/obj/machinery/light/power_change()
spawn(10)
@@ -781,8 +765,10 @@
var/switchcount = 0 // number of times switched
matter = list(DEFAULT_WALL_MATERIAL = 60)
var/rigged = 0 // true if rigged to explode
var/broken_chance = 2
var/brightness_range = 2 //how much light it gives off
var/brightness_power = 0.8
var/brightness_power = 1
var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
/obj/item/weapon/light/tube
@@ -792,13 +778,14 @@
base_state = "ltube"
item_state = "c_tube"
matter = list("glass" = 100)
brightness_range = 8
brightness_range = 6 // luminosity when on, also used in power calculation
brightness_power = 6
/obj/item/weapon/light/tube/large
w_class = ITEMSIZE_SMALL
name = "large light tube"
brightness_range = 15
brightness_power = 0.9
brightness_power = 9
/obj/item/weapon/light/bulb
name = "light bulb"
@@ -808,12 +795,18 @@
item_state = "contvapour"
matter = list("glass" = 100)
brightness_range = 5
brightness_power = 4
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
/obj/item/weapon/light/throw_impact(atom/hit_atom)
..()
shatter()
/obj/item/weapon/light/bulb/red
brightness_range = 4
color = "#da0205"
brightness_color = "#da0205"
/obj/item/weapon/light/bulb/fire
name = "fire bulb"
desc = "A replacement fire bulb."
@@ -821,11 +814,9 @@
base_state = "fbulb"
item_state = "egg4"
matter = list("glass" = 100)
brightness_range = 5
// update the icon state and description of the light
/obj/item/weapon/light/proc/update()
/obj/item/weapon/light/update_icon()
switch(status)
if(LIGHT_OK)
icon_state = base_state
@@ -838,14 +829,19 @@
desc = "A broken [name]."
/obj/item/weapon/light/New()
/obj/item/weapon/light/New(atom/newloc, obj/machinery/light/fixture = null)
..()
switch(name)
if("light tube")
brightness_range = rand(6,9)
if("light bulb")
brightness_range = rand(4,6)
update()
if(fixture)
status = fixture.status
rigged = fixture.rigged
switchcount = fixture.switchcount
fixture.transfer_fingerprints_to(src)
//shouldn't be necessary to copy these unless someone varedits stuff, but just in case
brightness_range = fixture.brightness_range
brightness_power = fixture.brightness_power
brightness_color = fixture.brightness_color
update_icon()
// attack bulb/tube with object
@@ -855,7 +851,7 @@
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = I
user << "You inject the solution into the [src]."
to_chat(user, "You inject the solution into the [src].")
if(S.reagents.has_reagent("phoron", 5))
@@ -889,7 +885,7 @@
force = 5
sharp = 1
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
update()
update_icon()
//Lamp Shade
/obj/item/weapon/lampshade

View File

@@ -0,0 +1,37 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Novacat
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- tweak: "Attempts to make lighting less uniform"
- tweak: "Cleans up lighting code"

View File

@@ -10,7 +10,7 @@
"j" = (/obj/structure/table/steel,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"k" = (/obj/structure/loot_pile/maint/technical,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"l" = (/obj/item/weapon/material/shard,/turf/simulated/floor/plating,/area/submap/cave/deadBeacon)
"m" = (/obj/structure/table/steel,/obj/item/weapon/circuitboard/comm_server,/obj/machinery/light/built{dir = 8; fitting = ""},/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"m" = (/obj/structure/table/steel,/obj/item/weapon/circuitboard/comm_server,/obj/machinery/light{dir = 8; status = LIGHT_EMPTY},/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"n" = (/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"o" = (/obj/item/weapon/paper/crumpled{info = "Sampatti Relay Sif-833 <BR> Decryption Key for 12-04-2488: <BR> 849B0022FBA920C244 <BR> Eyes Only. <BR> The insider who knows all the secrets can bring down Lanka."; name = "Dusty Note"},/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"p" = (/obj/structure/door_assembly/door_assembly_ext,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
@@ -27,7 +27,7 @@
"A" = (/obj/item/weapon/circuitboard/broken,/turf/simulated/mineral/floor/ignore_mapgen,/area/submap/cave/deadBeacon)
"B" = (/obj/structure/grille/broken,/obj/structure/window/reinforced{dir = 4},/turf/simulated/floor/plating,/area/submap/cave/deadBeacon)
"C" = (/obj/structure/loot_pile/maint/junk,/turf/simulated/floor/plating,/area/submap/cave/deadBeacon)
"D" = (/obj/item/weapon/cigbutt,/obj/item/weapon/tool/wrench,/obj/machinery/light/built,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"D" = (/obj/item/weapon/cigbutt,/obj/item/weapon/tool/wrench,/obj/machinery/light,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"E" = (/obj/item/weapon/material/shard,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"F" = (/obj/machinery/recharge_station,/turf/simulated/floor/tiled/asteroid_steel,/area/submap/cave/deadBeacon)
"G" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced,/turf/simulated/floor/plating,/area/submap/cave/deadBeacon)